Files
Paradise/code/game/vials.dm
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00

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//NOTE:
//This file contains the worst code ive ever written.
//I dont fucking care. It looks pretty awesome.
//////////////////////////////////////////////////////////
/obj/effect/dummy/liquid
name = "water"
icon = 'effects.dmi'
icon_state = "nothing"
invisibility = 101
var/canmove = 1
density = 0
anchored = 1
/obj/item/weapon/vial
name = "glass vial"
icon = 'chemical.dmi'
desc = "a glass vial filled with a strange liquid"
icon_state = "vialgreen"
item_state = "vialgreen"
throwforce = 3.0
throw_speed = 1
throw_range = 8
force = 3.0
w_class = 1.0
/obj/item/weapon/vial/green
name = "glass vial"
icon = 'chemical.dmi'
desc = "a glass vial filled with a strange green liquid"
icon_state = "vialgreen"
item_state = "vialgreen"
/obj/item/weapon/vial/blue
name = "glass vial"
icon = 'chemical.dmi'
desc = "a glass vial filled with a shimmering blue liquid"
icon_state = "vialblue"
item_state = "vialblue"
//////////////////////////////////////////////////////////
///////////////////////////////////////////////////////***
/obj/item/weapon/vial/attack(target as mob, mob/user as mob)
if(target == user) return attack_self(user)
user << "\blue The vial shatters."
src.shatter()
/obj/item/weapon/vial/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
user << "\blue The vial shatters."
src.shatter()
/obj/item/weapon/vial/attack_self(mob/user as mob)
user << "\blue You uncork the vial and drink the liquid."
src.drink(user)
/obj/item/weapon/vial/proc/shatter()
return
/obj/item/weapon/vial/proc/drink(user)
return
///////////////////////////////////////////////////////***
/////////////////////////////////////////////////////green
/obj/item/weapon/vial/green/drink(user)
var/A = src
src = null
del(A)
switch(pick(1,2,3))
if(1)
spawn(300)
user:gib()
if(2)
user:weakened += 5
user:contract_disease(new /datum/disease/gbs,1)
if(3)
spawn(200)
user:contract_disease(new /datum/disease/gbs,1)
/obj/item/weapon/vial/green/shatter()
var/A = src
var/atom/sourceloc = get_turf(src.loc)
src = null
del(A)
var/obj/effect/overlay/O = new /obj/effect/overlay( sourceloc )
var/obj/effect/overlay/O2 = new /obj/effect/overlay( sourceloc )
O.name = "green liquid"
O.density = 0
O.anchored = 1
O.icon = 'effects.dmi'
O.icon_state = "greenshatter"
O2.name = "broken bits of glass"
O2.density = 0
O2.anchored = 1
O2.icon = 'objects.dmi'
O2.icon_state = "shards"
for(var/mob/living/carbon/human/H in view(5, sourceloc))
H.contract_disease(new /datum/disease/gbs,1)
var/i
for(i=0, i<5, i++)
for(var/mob/living/carbon/human/H in view(5, sourceloc))
H.contract_disease(new /datum/disease/gbs,1)
sleep(20)
flick("greenshatter2",O)
O.icon_state = "nothing"
sleep(5)
del(O)
/////////////////////////////////////////////////////green
/////////////////////////////////////////////////////blue
/obj/item/weapon/vial/blue/drink(user)
var/A = src
var/atom/sourceloc = get_turf(src.loc)
src = null
del(A)
var/obj/effect/overlay/O = new /obj/effect/overlay( sourceloc )
var/obj/effect/overlay/O2 = new /obj/effect/overlay( sourceloc )
O.name = "green liquid"
O.density = 0
O.anchored = 1
O.icon = 'effects.dmi'
O.icon_state = "blueshatter"
O2.name = "broken bits of glass"
O2.density = 0
O2.anchored = 1
O2.icon = 'objects.dmi'
O2.icon_state = "shards"
liquify(user)
sleep(20)
flick("blueshatter2",O)
O.icon_state = "nothing"
sleep(5)
del(O)
/obj/item/weapon/vial/blue/shatter()
var/A = src
var/atom/sourceloc = get_turf(src.loc)
src = null
del(A)
var/obj/effect/overlay/O = new /obj/effect/overlay( sourceloc )
var/obj/effect/overlay/O2 = new /obj/effect/overlay( sourceloc )
O.name = "green liquid"
O.density = 0
O.anchored = 1
O.icon = 'effects.dmi'
O.icon_state = "blueshatter"
O2.name = "broken bits of glass"
O2.density = 0
O2.anchored = 1
O2.icon = 'objects.dmi'
O2.icon_state = "shards"
for(var/mob/living/carbon/human/H in view(1, sourceloc))
liquify(H)
sleep(20)
flick("blueshatter2",O)
O.icon_state = "nothing"
sleep(5)
del(O)
/proc/liquify(var/mob/H, time = 150)
if(H.stat) return
spawn(0)
var/mobloc = get_turf(H.loc)
var/obj/effect/dummy/liquid/holder = new /obj/effect/dummy/liquid( mobloc )
var/atom/movable/overlay/animation = new /atom/movable/overlay( mobloc )
animation.name = "water"
animation.density = 0
animation.anchored = 1
animation.icon = 'mob.dmi'
animation.icon_state = "liquify"
animation.layer = 5
animation.master = holder
flick("liquify",animation)
H.canmove = 0
sleep(4)
H.loc = holder
H.canmove = 1
H.client.eye = holder
spawn(0)
var/i
for(i=0, i<10, i++)
spawn(0)
var/obj/effect/water/water1 = new /obj/effect/water( mobloc )
var/direction = pick(alldirs)
water1.name = "water"
water1.density = 0
water1.icon = 'water.dmi'
water1.icon_state = "extinguish"
for(i=0, i<pick(1,2,3), i++)
sleep(5)
step(water1,direction)
spawn(20)
del(water1)
sleep(time)
H.canmove = 0
mobloc = get_turf(H.loc)
animation.loc = mobloc
var/b
for(b=0, b<10, b++)
spawn(0)
var/turf = mobloc
var/direction = pick(alldirs)
var/c
for(c=0, c<pick(1,2,3), c++)
turf = get_step(turf,direction)
var/obj/effect/water/water2 = new /obj/effect/water( turf )
water2.name = "water"
water2.icon = 'water.dmi'
water2.icon_state = "extinguish"
walk_to(water2,mobloc,-1,5)
sleep(20)
del(water2)
sleep(20)
flick("reappear",animation)
sleep(5)
H.loc = mobloc
H.canmove = 1
H.client.eye = H
del(animation)
del(holder)
/obj/effect/dummy/liquid/relaymove(var/mob/user, direction)
if (!src.canmove) return
//writing my own movement because step is broken.
switch(direction)
if(NORTH)
src.y++
if(SOUTH)
src.y--
if(EAST)
src.x++
if(WEST)
src.x--
if(NORTHEAST)
src.y++
src.x++
if(NORTHWEST)
src.y++
src.x--
if(SOUTHEAST)
src.y--
src.x++
if(SOUTHWEST)
src.y--
src.x--
src.canmove = 0
spawn(20) canmove = 1
/obj/effect/dummy/liquid/ex_act(blah)
return
/obj/effect/dummy/liquid/bullet_act(blah,blah)
return
///atom/relaymove - change to obj to restore
/obj/relaymove(var/mob/user, direction) //testing something
//if(anchored) return
//step(src, direction)
/proc/possess(obj/O as obj in world)
set name = "Possess Obj"
set category = "Object"
usr.loc = O
usr.real_name = O.name
usr.name = O.name
usr.client.eye = O
usr.control_object = O
/proc/release(obj/O as obj in world)
set name = "Release Obj"
set category = "Object"
//usr.loc = get_turf(usr)
usr.loc = O.loc // Appear where the object you were controlling is -- TLE
usr.client.eye = usr
usr.control_object = null
/proc/givetestverbs(mob/M as mob in world)
set desc = "Give this guy possess/release verbs"
set category = "Debug"
set name = "Give Possessing Verbs"
M.verbs += /proc/possess
M.verbs += /proc/release
/////////////////////////////////////////////////////blue